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Books > Arts & Architecture > Performing arts > Films, cinema > Animation

Design in Motion - Applying Design Principles to Filmmaking (Paperback): Penny Hilton Design in Motion - Applying Design Principles to Filmmaking (Paperback)
Penny Hilton
R1,145 Discovery Miles 11 450 Ships in 9 - 17 working days

With an abundance of information on how to create motion graphics already available, Design in Motion focuses on the why of moving image and less about the how. By unpacking the reasons behind screen designer's production choices, each chapter deconstructs examples of motion graphics by drawing on case studies of both familiar examples from contemporary cinema and unseen work from postgraduate motion graphic designers. It examines the value of image, text, motion, camera and transitions, explaining in detail why some methods work, while others fail. Whether you work in info-graphics, documentary or design, this book is structured to follow the production process and, together with its multimedia companion website, will be a by-your-side companion to guide you through your next project.

The Art of Strange World (Hardcover): Juan Pablo Reyes Lancaster Jones, Kalikolehua Hurley The Art of Strange World (Hardcover)
Juan Pablo Reyes Lancaster Jones, Kalikolehua Hurley
R898 R770 Discovery Miles 7 700 Save R128 (14%) Ships in 9 - 17 working days

An exceptionally unique look at the development of the newest film from Walt Disney Animation Studios, Strange World! The Art of Strange World highlights the stunning artwork from the film's creation-including character designs, storyboards, color scripts, and much more-and features exclusive interviews from the creative team along with behind-the-scenes details. The next in this fan-favorite, collectible series of Art Of titles, this book is the perfect gift for Disney fans, animation students, film buffs, and more. EXCLUSIVE BEHIND-THE-SCENES DETAILS: Fans will want to delve into and explore this new Walt Disney Animation Studios film through production art, stories, and making-of details exclusive to this book. PART OF THE FAN-FAVORITE SERIES: The collectible Art Of series from Walt Disney Animation Studios and Pixar is perfect for animation enthusiasts, filmmakers, students, and fans of Disney alike. Add it to the shelf with other books like The Art of Encanto, The Art of Raya and the Last Dragon, and The Art of Frozen. Copyright (c) 2022 Disney Enterprises, Inc.. All rights reserved.

Motion Graphic Design - Applied History and Aesthetics (Paperback, 3rd edition): Jon Krasner Motion Graphic Design - Applied History and Aesthetics (Paperback, 3rd edition)
Jon Krasner
R1,913 Discovery Miles 19 130 Ships in 10 - 15 working days

Enhance your knowledge of motion graphic design aesthetics and history with this authoritative look at the evolution of the art form. Motion Graphic Design, Third Edition provides a historical and critical overview of how the language of traditional graphic design is combined with the dynamic visual language of cinema in film, television, and interactive media. It features works from highly acclaimed animators and motion graphics studios from across the globe. This new edition has been updated to include: Thorough analysis of motion graphics designed for websites, informational kiosks, desktop and mobile touchscreen applications, DVD menus, and games Inspiring examples of how motion graphics continue to shape our visual landscape by transforming interior and exterior spaces into more engaging, immersive environments Coverage of conventional frame-by-frame animation techniques including stop-motion, cutout, and freehand by contemporary animators and motion design studios Instruction in how to create continuity or discontinuity and maintain the interest of viewers with frame mobility and rhythmic editing Discussion of pictorial and sequential aspects of motion graphics compositions and how they are choreographed to enhance messages and enrich stories downloadable resources featuring new professional and student work from around the globe, as well as figures from the textbook This is a must-have whether you are a student who is learning the principles of motion graphics or a professional in need of inspiration and new ways to impress your clients. Anyone working in or aspiring to work in the motion media industry will benefit greatly from this valuable resource.

Funny Pictures - Animation and Comedy in Studio-Era Hollywood (Paperback): Daniel Ira Goldmark, Charles Keil Funny Pictures - Animation and Comedy in Studio-Era Hollywood (Paperback)
Daniel Ira Goldmark, Charles Keil
R1,050 Discovery Miles 10 500 Ships in 18 - 22 working days

This collection of essays explores the link between comedy and animation in studio-era cartoons, from filmdom's earliest days through the twentieth century. Written by a who's who of animation authorities, "Funny Pictures" offers a stimulating range of views on why animation became associated with comedy so early and so indelibly, and illustrates how animation and humor came together at a pivotal stage in the development of the motion picture industry. To examine some of the central assumptions about comedy and cartoons and to explore the key factors that promoted their fusion, the book analyzes many of the key filmic texts from the studio years that exemplify animated comedy. "Funny Pictures" also looks ahead to show how this vital American entertainment tradition still thrives today in works ranging from "The Simpsons" to the output of Pixar.

Comic Books Incorporated - How the Business of Comics Became the Business of Hollywood (Paperback): Shawna Kidman Comic Books Incorporated - How the Business of Comics Became the Business of Hollywood (Paperback)
Shawna Kidman
R1,042 Discovery Miles 10 420 Ships in 18 - 22 working days

Comic Books Incorporated tells the story of the US comic book business, reframing the history of the medium through an industrial and transmedial lens. Comic books wielded their influence from the margins and in-between spaces of the entertainment business for half a century before moving to the center of mainstream film and television production. This extraordinary history begins at the medium's origin in the 1930s, when comics were a reviled, disorganized, and lowbrow mass medium, and surveys critical moments along the way-market crashes, corporate takeovers, upheavals in distribution, and financial transformations. Shawna Kidman concludes this revisionist history in the early 2000s, when Hollywood had fully incorporated comic book properties and strategies into its business models and transformed the medium into the heavily exploited, exceedingly corporate, and yet highly esteemed niche art form we know so well today.

The Disney Middle Ages - A Fairy-Tale and Fantasy Past (Paperback, 1st ed. 2012): T. Pugh, S. Aronstein The Disney Middle Ages - A Fairy-Tale and Fantasy Past (Paperback, 1st ed. 2012)
T. Pugh, S. Aronstein
R2,427 Discovery Miles 24 270 Ships in 18 - 22 working days

For many, the middle ages depicted in Walt Disney movies have come to figure as the middle ages, forming the earliest visions of the medieval past for much of the contemporary Western (and increasingly Eastern) imagination. The essayists of The Disney Middle Ages explore Disney's mediation and re-creation of a fairy-tale and fantasy past, not to lament its exploitation of the middle ages for corporate ends, but to examine how and why these medieval visions prove so readily adaptable to themed entertainments many centuries after their creation. What results is a scrupulous and comprehensive examination of the intersection between the products of the Disney Corporation and popular culture's fascination with the middle ages.

Drawn from Life - Issues and Themes in Animated Documentary Cinema (Hardcover): Jonathan Murray Drawn from Life - Issues and Themes in Animated Documentary Cinema (Hardcover)
Jonathan Murray; Edited by Nea Ehrlich
R2,618 Discovery Miles 26 180 Ships in 10 - 15 working days

Drawn from Life, a multidisciplinary anthology, introduces readers to a diverse range of filmmakers past and present who use the animated image as a documentary tool. In doing so, it explores a range of questions that preoccupy twenty-first-century film artists and audiences alike: Why use animation to document? How do such images reflect and influence our understanding and experience of'reality'? From early cinema to present-day scientific research, military uses, digital art and gaming, Drawn from Life casts new light on the capacity of the moving image to act as a record of the world around us.

The Art of Incredibles 2 (Hardcover): Karen Paik The Art of Incredibles 2 (Hardcover)
Karen Paik; Foreword by John Lasseter; Introduction by Brad Bird; Notes by Brad Bird 1
R899 R770 Discovery Miles 7 700 Save R129 (14%) Ships in 9 - 17 working days

From Pixar's upcoming film Incredibles 2, this making-of book is a dive back into the beloved world of the Incredibles. The Art of Incredibles 2 explores Pixar's highly anticipated sequel through colorful artwork, energetic character sketches, intriguing storyboards, and spellbinding colorscripts. Featuring gorgeous production art and interesting details from the production team about the making of the film, The Art of Incredibles 2 overflows with insights into the artistic process behind Pixar's engaging creative vision. Copyright (c)2018 Disney Enterprises, Inc. and Pixar. All rights reserved.

Emile Cohl, Caricature, and Film (Paperback): Donald Crafton Emile Cohl, Caricature, and Film (Paperback)
Donald Crafton
R2,027 Discovery Miles 20 270 Ships in 18 - 22 working days

This is the definitive biography of Emile Cohl (1857-1938), one of the most important pioneers of the art of the animated cartoon and an innovative contributor to popular graphic humor at a critical moment when it changed from traditional caricature to the modern comic strip. This profusely illustrated book provides not only a wealth of information on Cohl's life but also an analysis of his contribution to the development of the animation film in both France and the United States and an interpretation of how the new genre fit into the historical shift from a "primitive" to a "classical" cinema. "Beautiful in look and design, with stunning reproductions from films and newspapers, Emile Cohl, Caricature, and Film offers a biography of a figure who virtually created the European art of animation.. In its theory and history, the book is one of the most important contributions to the field of animated film]. But it] is central for film study per se, offering a fresh, exciting look at the complicated world of early cinema."--Dana Polan, Film Quarterly

Originally published in 1992.

The Princeton Legacy Library uses the latest print-on-demand technology to again make available previously out-of-print books from the distinguished backlist of Princeton University Press. These paperback editions preserve the original texts of these important books while presenting them in durable paperback editions. The goal of the Princeton Legacy Library is to vastly increase access to the rich scholarly heritage found in the thousands of books published by Princeton University Press since its founding in 1905.

Animation Techniques (Paperback): Steve Roberts Animation Techniques (Paperback)
Steve Roberts
R566 Discovery Miles 5 660 Ships in 9 - 17 working days

Animation can be used to illustrate, simplify and explain complicated subjects, as well as to transform stories into engaging, fantastical narratives. There are many types of animation, all of which can incorporate different artistic techniques such as sculpture, drawing, painting, printing and textiles. In this practical guide, animation tutor Steve Roberts explores the twelve basic principles of animation, demonstrating the different techniques available and offering helpful exercises for readers to practise in their chosen style. From pencils to pixels, flip books to feature films, and plasticine to puppets, this helpful book covers everything you need to know about how to start animating and will be of great interest for anyone looking to learn how to make their own animated films.

The 5powers Revolution Collectors Edition Comic #1 (Paperback): Gregory Kennedy The 5powers Revolution Collectors Edition Comic #1 (Paperback)
Gregory Kennedy
R1,308 Discovery Miles 13 080 Ships in 18 - 22 working days
Grendel Grendel Grendel - Animating Beowulf (Paperback): Dan Torre, Lienors Torre Grendel Grendel Grendel - Animating Beowulf (Paperback)
Dan Torre, Lienors Torre
R1,174 Discovery Miles 11 740 Ships in 18 - 22 working days

This open access study of the film Grendel Grendel Grendel, directed by Alexander Stitt, presents it as a masterpiece of animation and design which has attained a national and international cult status since its release in 1981. The film, based on the novel, Grendel, by John Gardner, is a loose adaptation of the Beowulf legend, but told from the point of view of the monster, Grendel. Grendel Grendel Grendel is a mature, intelligent, irreverent and quite unique animated film - it is a movie, both in terms of content and of an aesthetic that was well ahead of its time. Along with a brief overview of Australian animation and a contextualization of where this animated feature fits within the broader continuum of Australian (and global) film history, Dan Torre and Lienors Torre provide an intriguing analysis of this significant Australian animated feature. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com.

Race and the Animated Bodyscape - Constructing and Ascribing a Racialized Asian Identity in Avatar and Korra (Paperback):... Race and the Animated Bodyscape - Constructing and Ascribing a Racialized Asian Identity in Avatar and Korra (Paperback)
Francis M. Agnoli
R897 Discovery Miles 8 970 Ships in 18 - 22 working days

Race does not exist in animation-it must instead be constructed and ascribed. Yet, over the past few years, there has been growing discourse on the intersection of these two subjects within both academic and popular circles. In Race and the Animated Bodyscape: Constructing and Ascribing a Racialized Asian Identity in "Avatar" and "Korra," author Francis M. Agnoli introduces and illustrates the concept of the animated bodyscape, looking specifically at the US television series Avatar: The Last Airbender and its sequel, The Legend of Korra. Rather than consider animated figures as unified wholes, Agnoli views them as complexes of signs, made up of visual, aural, and narrative components that complement, contradict, and otherwise interact with each other in the creation of meaning. Every one of these components matters, as they are each the result of a series of creative decisions made by various personnel across different production processes. This volume (re)constructs production narratives for Avatar and Korra using original and preexisting interviews with cast and crew members as well as behind-the-scenes material. Each chapter addresses how different types of components were generated, tracing their development from preliminary research to final animation. In doing so, this project identifies the interlocking sets of production communities behind the making of animation and thus behind the making of racialized identities. Due to its illusory and constructed nature, animation affords untapped opportunities to approach the topic of race in media, looking beyond the role of the actor and taking into account the various factors and processes behind the production of racialized performances. The analysis of race and animation calls for a holistic approach, one that treats both the visual and the aural as intimately connected. This volume offers a blueprint for how to approach the analysis of race and animation.

Coraline - A Closer Look at Studio LAIKA's Stop-Motion Witchcraft (Paperback, Nippod): Mihaela Mihailova Coraline - A Closer Look at Studio LAIKA's Stop-Motion Witchcraft (Paperback, Nippod)
Mihaela Mihailova
R1,193 Discovery Miles 11 930 Ships in 18 - 22 working days

Coraline (Henry Selick, 2009) is stop-motion studio LAIKA's feature-length debut based on the popular children's novel by British author Neil Gaiman. Heralding a revival in global interest in stop-motion animation, the film is both an international cultural phenomenon and a breakthrough moment in the technological evolution of the craft. This open access collection brings together an international group of practitioners and scholars to examine Coraline's place in animation history and culture, dissect its politics, and unpack its role in the technological and aesthetic development of its medium. More broadly, it celebrates stop motion as a unique and enduring artform while embracing its capacity to evolve in response to cultural, political, and technological changes, as well as shifting critical and audience demands. Divided into three sections, this volume's chapters situate Coraline within an interconnected network of historical, industrial, discursive, theoretical, and cultural contexts. They place the film in conversation with the medium's aesthetic and technological history, broader global intellectual and political traditions, and questions of animation reception and spectatorship. In doing so, they invite recognition - and appreciation - of the fact that Coraline occupies many liminal spaces at once. It straddles the boundary between children's entertainment and traditional 'adult' genres, such as horror and thriller. It complicates a seemingly straight(forward) depiction of normative family life with gestures of queer resistance. Finally, it marks a pivotal point in stop-motion animation's digital turn. Following the film's recent tenth anniversary, the time is right to revisit its production history, evaluate its cultural and industry impact, and celebrate its legacy as contemporary stop-motion cinema's gifted child. As the first book-length academic study of this contemporary animation classic, this volume serves as an authoritative introduction and a primary reference on the film for scholars, students, practitioners, and animation fans. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com.

Allegro non troppo - Bruno Bozzetto's Animated Music (Paperback): Marco Bellano Allegro non troppo - Bruno Bozzetto's Animated Music (Paperback)
Marco Bellano
R1,191 Discovery Miles 11 910 Ships in 18 - 22 working days

"A film that will let you see the music and listen to drawings; in a word, a film full of Fantasia!" Bruno Bozzetto's Allegro non Troppo tips its hand right away: it is an unabashed, yet full of admiration, retake on Walt Disney's 1940 "concert feature". The obvious nod to that model fuels many tongue-in-cheek jokes in the film; however, Allegro non Troppo soon departs from mere parody, and becomes a showcase for the multifaceted aesthetics of Italian animation in 1976, as well as a witty social satire and a powerful rethinking of the music-image relationship in cinema. Marco Bellano's open access book reconstructs the history of the production of Allegro non Troppo, on the basis of an original research developed with the contribution of Bozzetto himself; it also presents an audiovisual analysis of the work, as to reassess the international relevance of Bozzetto's achievements by giving insight into the director's creative process. The eBook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com.

Made of Pen & Ink - Fleischer Studios, The New York Years (Paperback): Gordon M Dobbs Made of Pen & Ink - Fleischer Studios, The New York Years (Paperback)
Gordon M Dobbs
R659 Discovery Miles 6 590 Ships in 18 - 22 working days
Animated Discussions - Critical Essays on Anime (Paperback): Lex Dunbar, Jen A Blue Animated Discussions - Critical Essays on Anime (Paperback)
Lex Dunbar, Jen A Blue
R399 Discovery Miles 3 990 Ships in 18 - 22 working days
Cartoon Voices of the Golden Age, 1930-70 Vol. 1 (Paperback): Keith Scott Cartoon Voices of the Golden Age, 1930-70 Vol. 1 (Paperback)
Keith Scott
R976 Discovery Miles 9 760 Ships in 18 - 22 working days
On Disney - Deconstructing Images, Tropes and Narratives (Paperback, 1st ed. 2022): Ute Dettmar, Ingrid Tomkowiak On Disney - Deconstructing Images, Tropes and Narratives (Paperback, 1st ed. 2022)
Ute Dettmar, Ingrid Tomkowiak
R2,474 Discovery Miles 24 740 Ships in 10 - 15 working days

Disney - This name stands not only for a company that has had global reach from its early days, but also for a successful aesthetic programme and ideological positions that have had great commercial success but at the same time have been frequently criticised. Straddling traditionalism and modernism, Disney productions have proven adaptable to social discourses and technical and media developments throughout its history. This volume brings together scholars from several European countries to explore various dimensions that constitute 'Disney.' In line with current media and cultural studies research, the chapters deal with human-human and human-animal relations, gender and diversity, iconic characters and narratives, Disney's contribution to cultural and visual heritage, and transmedial and transfictional spaces of experience and practices of participation associated with Disney story worlds.

The Gifted (Paperback): Jordan Le The Gifted (Paperback)
Jordan Le
R344 Discovery Miles 3 440 Ships in 18 - 22 working days
Lola the Witch Cat (Paperback): Estelle Lola the Witch Cat (Paperback)
Estelle
R245 Discovery Miles 2 450 Ships in 18 - 22 working days
Video Games, Violence, and the Ethics of Fantasy - Killing Time (Paperback): Christopher Bartel Video Games, Violence, and the Ethics of Fantasy - Killing Time (Paperback)
Christopher Bartel
R1,219 Discovery Miles 12 190 Ships in 18 - 22 working days

Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the issue. Focusing on why individual players are motivated to entertain immoral and violent fantasies, Video Games, Violence, and the Ethics of Fantasy advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies.

Anime Sketchbook For Drawing For Schools - 120 Pages Practice Drawing book for sketching, doodling or drawing Anime Characters... Anime Sketchbook For Drawing For Schools - 120 Pages Practice Drawing book for sketching, doodling or drawing Anime Characters (Paperback)
Blank Paper
R241 Discovery Miles 2 410 Ships in 18 - 22 working days
The Total Television Scrapbook (Paperback): Mark Arnold, Victoria Biggers The Total Television Scrapbook (Paperback)
Mark Arnold, Victoria Biggers
R799 Discovery Miles 7 990 Ships in 18 - 22 working days
Popeye the Sailor - The 1960s TV Cartoons (Paperback): Fred M. Grandinetti Popeye the Sailor - The 1960s TV Cartoons (Paperback)
Fred M. Grandinetti
R701 Discovery Miles 7 010 Ships in 18 - 22 working days
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